Shader "TideShader/3_模板测试_1"
{
    Properties
    {
        [IntRange] _Ref("Ref",Range(0,255)) = 0
    }
    SubShader
    {
        Tags
        {
            "RenderType" = "Opaque"
        }
        Pass
        {
            Stencil
            {
                Ref[_Ref]
                Comp Always
                Pass Replace
            }
            ZWrite Off
            ColorMask 0

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;
            };

			fixed4 _Color;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                return fixed4(0, 0, 0, 0);
            }
            ENDCG

        }
    }
}